var e = require;
var t = module;
var o = exports;
var ii, nn = this && this.__extends || (ii = function (t, e) {
    return (ii = Object.setPrototypeOf || {
        __proto__: []
    }
        instanceof Array &&
        function (t, e) {
            t.__proto__ = e
        } ||
        function (t, e) {
            for (var o in e) Object.prototype.hasOwnProperty.call(e, o) && (t[o] = e[o])
        })(t, e)
},
    function (t, e) {
        function o() {
            this.constructor = t
        }
        ii(t, e),
            t.prototype = null === e ? Object.create(e) : (o.prototype = e.prototype, new o)
    }
),
    rr = this && this.__awaiter ||
        function (t, e, o, i) {
            return new (o || (o = Promise))(function (n, a) {
                function r(t) {
                    try {
                        l(i.next(t))
                    } catch (e) {
                        a(e)
                    }
                }
                function s(t) {
                    try {
                        l(i.
                            throw(t))
                    } catch (e) {
                        a(e)
                    }
                }
                function l(t) {
                    var e;
                    t.done ? n(t.value) : (e = t.value, e instanceof o ? e : new o(function (t) {
                        t(e)
                    })).then(r, s)
                }
                l((i = i.apply(t, e || [])).next())
            })
        };
var oo = (this && this.__decorate) ||
    function (e, t, a, n) {
        var i,
            o = arguments.length,
            s = o < 3 ? t : null === n ? (n = Object.getOwnPropertyDescriptor(t, a)) : n;
        if ("object" == typeof Reflect && "function" == typeof Reflect.decorate) s = Reflect.decorate(e, t, a, n);
        else
            for (var r = e.length - 1; r >= 0; r--)
                (i = e[r]) && (s = (o < 3 ? i(s) : o > 3 ? i(t, a, s) : i(t, a)) || s);
        return o > 3 && s && Object.defineProperty(t, a, s), s;
    }; Object.defineProperty(o, "__esModule", { value: !0 });
var a = e("BaseModuleUI"),
    n = e("NotifyEventType"),
    i = e("GlobalParams"),
    r = e("AssetsManager"),
    s = e("CommonHelper"),
    l = e("PureHelper"),
    _ = e("sdkConfig"),
    c = e("AD"),
    d = e("GamePlayerInfo"),
    h = cc._decorator,
    u = h.ccclass,
    p = h.property,
    m = (function (e) {
        function t() {
            var t = (null !== e && e.apply(this, arguments)) || this;
            return (
                (t.touch_node = null),
                (t.touch_bg = null),
                (t.touch_bar = null),
                (t.use_skill_list = []),
                (t.attack_node = null),
                (t.skill_one_node = null),
                (t.skill_two_node = null),
                (t.skill_three_node = null),
                (t.game_time_label = null),
                (t.native_icon_node = null),
                (t.game_player_info = null),
                (t.key_space = !1),
                t
            );
        }
        return (
            nn(t, e),
            (t.prototype.initView = function () {
                e.prototype.initView.call(this),
                    (this.native_icon_node.active =
                        _.default.platform != _.EPlatform.NO_AD &&
                        !c.default.getInstance().getGameTestVersion() &&
                        !i.GlobalParams.PlayGuideMode),
                    (this.touch_node.active = _.default.platform != _.EPlatform.NET_4399),
                    (this.game_player_info = this.node.getComponent(d.default)),
                    this.attack_node.addComponent(cc.Button),
                    this.skill_one_node.addComponent(cc.Button),
                    this.skill_two_node.addComponent(cc.Button),
                    this.skill_three_node.addComponent(cc.Button),
                    (this.attack_node.getComponent(cc.Button).transition = cc.Button.Transition.SCALE),
                    (this.attack_node.getComponent(cc.Button).zoomScale = 0.9),
                    (this.skill_one_node.getComponent(cc.Button).transition = cc.Button.Transition.SCALE),
                    (this.skill_one_node.getComponent(cc.Button).zoomScale = 0.9),
                    (this.skill_two_node.getComponent(cc.Button).transition = cc.Button.Transition.SCALE),
                    (this.skill_two_node.getComponent(cc.Button).zoomScale = 0.9),
                    (this.skill_three_node.getComponent(cc.Button).transition = cc.Button.Transition.SCALE),
                    (this.skill_three_node.getComponent(cc.Button).zoomScale = 0.9),
                    (this.game_time_label.string = "00:00"),
                    this.showGiveTime();
            }),
            (t.prototype.addEvent = function () {
                this.touch_node.on(cc.Node.EventType.TOUCH_START, this.TouchStart, this),
                    this.touch_node.on(cc.Node.EventType.TOUCH_MOVE, this.TouchMove, this),
                    this.touch_node.on(cc.Node.EventType.TOUCH_END, this.TouchEnd, this),
                    this.touch_node.on(cc.Node.EventType.TOUCH_CANCEL, this.TouchEnd, this),
                    this.attack_node.on("click", this.playerAttack, this),
                    this.skill_one_node.on("click", this.playerSkillOne, this),
                    this.skill_two_node.on("click", this.playerSkillTwo, this),
                    this.skill_three_node.on("click", this.playerSkillThree, this),
                    cc.systemEvent.on(cc.SystemEvent.EventType.KEY_DOWN, this.onKeyDown, this),
                    cc.systemEvent.on(cc.SystemEvent.EventType.KEY_UP, this.onKeyUp, this);
            }),
            (t.prototype.showGiveTime = function () {
                var e = this;
                if (i.GlobalParams.GameStart) {
                    var t = new Date().getTime() - i.GlobalParams.GamePlayTime;
                    this.game_time_label.string = s.default.getTimeStrByNum(t, !1, 2);
                }
                this.scheduleOnce(function () {
                    e.showGiveTime();
                }, 1);
            }),
            (t.prototype.playerAttack = function () {
                i.GlobalParams.GameStart && this.emitEvent(n.default.SEND_PLAYER_FREE_SKILL);
            }),
            (t.prototype.playerSkillOne = function () {
                i.GlobalParams.GameStart &&
                    (this.emitEvent(n.default.SEND_PLAYER_FREE_SKILL_ONE),
                        this.skill_one_node.getChildByName("cooling").active ||
                        ((this.use_skill_list[0].node.active = !0),
                            this.use_skill_list[0].setAnimation(0, "animation", !0)));
            }),
            (t.prototype.playerSkillTwo = function () {
                i.GlobalParams.GameStart &&
                    (this.emitEvent(n.default.SEND_PLAYER_FREE_SKILL_TWO),
                        this.skill_two_node.getChildByName("cooling").active ||
                        ((this.use_skill_list[1].node.active = !0),
                            this.use_skill_list[1].setAnimation(0, "animation", !0)));
            }),
            (t.prototype.playerSkillThree = function () {
                i.GlobalParams.GameStart &&
                    (this.emitEvent(n.default.SEND_PLAYER_FREE_SKILL_THREE),
                        this.skill_three_node.getChildByName("cooling").active ||
                        ((this.use_skill_list[2].node.active = !0),
                            this.use_skill_list[2].setAnimation(0, "animation", !0)));
            }),
            (t.prototype.onKeyDown = function (e) {
                switch (e.keyCode) {
                    case cc.macro.KEY.space:
                        this.key_space = !0;
                }
            }),
            (t.prototype.onKeyUp = function (e) {
                switch (e.keyCode) {
                    case cc.macro.KEY.q:
                        this.emitEvent(n.default.SEND_PLAYER_FREE_SKILL);
                        break;
                    case cc.macro.KEY.w:
                        this.key_space
                            ? (this.emitEvent(n.default.SEND_ADD_SKILL_LEVEL_INDEX, 0), (this.key_space = !1))
                            : this.emitEvent(n.default.SEND_PLAYER_FREE_SKILL_ONE);
                        break;
                    case cc.macro.KEY.e:
                        this.key_space
                            ? (this.emitEvent(n.default.SEND_ADD_SKILL_LEVEL_INDEX, 1), (this.key_space = !1))
                            : this.emitEvent(n.default.SEND_PLAYER_FREE_SKILL_TWO);
                        break;
                    case cc.macro.KEY.r:
                        this.key_space
                            ? (this.emitEvent(n.default.SEND_ADD_SKILL_LEVEL_INDEX, 2), (this.key_space = !1))
                            : this.emitEvent(n.default.SEND_PLAYER_FREE_SKILL_THREE);
                        break;
                    case cc.macro.KEY.space:
                        this.key_space = !1;
                        break;
                    case cc.macro.KEY.n:
                        this.emitEvent(n.default.SEND_ADD_SKILL_LEVEL_INDEX, 0);
                        break;
                    case cc.macro.KEY.m:
                        this.emitEvent(n.default.SEND_ADD_SKILL_LEVEL_INDEX, 1);
                        break;
                    case cc.macro.KEY.i:
                        this.emitEvent(n.default.SEND_USE_PLAYER_SKILL_INDEX, 1);
                        break;
                    case cc.macro.KEY.o:
                        this.emitEvent(n.default.SEND_USE_PLAYER_SKILL_INDEX, 2);
                        break;
                    case cc.macro.KEY.num1:
                    case cc.macro.KEY.f1:
                        this.game_player_info.showTopInfoNode(0);
                        break;
                    case cc.macro.KEY.num2:
                    case cc.macro.KEY.f2:
                        this.game_player_info.showTopInfoNode(1);
                        break;
                    case cc.macro.KEY.num3:
                    case cc.macro.KEY.f3:
                        this.game_player_info.showTopInfoNode(2);
                        break;
                    case cc.macro.KEY.num4:
                    case cc.macro.KEY.f4:
                        this.game_player_info.showTopInfoNode(3);
                        break;
                    case cc.macro.KEY.escape:
                        cc.find("Canvas").getChildByName("SettingViewUI")
                            ? cc.find("Canvas").getChildByName("SettingViewUI").destroy()
                            : this.uiManager.showPopup("SettingViewUI");
                        break;
                    case cc.macro.KEY.tab:
                        cc.find("Canvas").getChildByName("GameMenuViewUI")
                            ? cc.find("Canvas").getChildByName("GameMenuViewUI").destroy()
                            : cc
                                .find("Canvas")
                                .addChild(cc.instantiate(r.default.getInstance().getFightPrefab("GameMenuViewUI")));
                        break;
                    case cc.macro.KEY.t:
                        cc.find("Canvas").getChildByName("GameEquipViewUI")
                            ? cc.find("Canvas").getChildByName("GameEquipViewUI").destroy()
                            : cc
                                .find("Canvas")
                                .addChild(cc.instantiate(r.default.getInstance().getFightPrefab("GameEquipViewUI")));
                        break;
                    case cc.macro.KEY.b:
                        this.game_player_info.quickBuyEquip();
                }
            }),
            (t.prototype.TouchStart = function (e) {
                var t = e.touch.getLocation();
                (t = this.touch_node.convertToNodeSpaceAR(t)), this.touch_bg.setPosition(t);
            }),
            (t.prototype.TouchMove = function (e) {
                var t = e.touch.getLocation();
                (t = this.touch_bg.convertToNodeSpaceAR(t)),
                    Math.abs(l.default.Distance(t, cc.v2(0, 0))) > 50 &&
                    (t = l.default.getTailPosOuter(t, cc.v2(0, 0), -50)),
                    this.touch_bar.setPosition(t);
                var o = cc.v2(t.x, t.y).sub(cc.v2(0, 0)).normalize();
                this.emitEvent(n.default.SEND_PLAYER_MOVE_INFO, o);
            }),
            (t.prototype.TouchEnd = function () {
                this.touch_bar.setPosition(cc.v2(0, 0)),
                    this.emitEvent(n.default.SEND_PLAYER_STOP_MOVE_INFO),
                    this.touch_bg.setPosition(cc.v2(-80, -20));
            }),
            oo([p(cc.Node)], t.prototype, "touch_node", void 0),
            oo([p(cc.Node)], t.prototype, "touch_bg", void 0),
            oo([p(cc.Node)], t.prototype, "touch_bar", void 0),
            oo([p(sp.Skeleton)], t.prototype, "use_skill_list", void 0),
            oo([p(cc.Node)], t.prototype, "attack_node", void 0),
            oo([p(cc.Node)], t.prototype, "skill_one_node", void 0),
            oo([p(cc.Node)], t.prototype, "skill_two_node", void 0),
            oo([p(cc.Node)], t.prototype, "skill_three_node", void 0),
            oo([p(cc.Label)], t.prototype, "game_time_label", void 0),
            oo([p(cc.Node)], t.prototype, "native_icon_node", void 0),
            oo([u], t)
        );
    })(a.default);
o.default = m;
